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[ GEN 6 · Sony Computer Entertainment ]

PlayStation 2 (PS2)

PlayStation 2 SCPH-30001 (North American edition), released 26 October 2000 at $299. Bundling a DVD player at that price (standalone DVD players cost $400+) was the cross-category trick that pushed the console into non-gamer households and ultimately produced **the all-time sales record of 160M units**.
© Evan-AmosSourcePD

Image archive

PS2 Slim (SCPH-70000), released November 2004 at $149 — the chassis shrunk to roughly one-third the original's depth, integrated Ethernet, and a top-loading disc drive replaced the original front-loading tray. **Most of the PS2's all-time-record 160 million lifetime sales come from the Slim's long tail across 2004–2013.**
© Evan-AmosSourcePD

Specifications

Manufacturer
Sony Computer Entertainment
CPU
Emotion Engine (Sony/Toshiba) @ 294–299 MHz
GPU
Graphics Synthesizer @ 147.456 MHz — 75M polygons/sec theoretical
RAM
32 MB main + 4 MB VRAM + 2 MB sound
Resolution
640×480 to 1080i
Audio
SPU2 — 48-channel ADPCM
Media
DVD-ROM (up to 8.5 GB dual-layer) + CD-ROM (PS1 backward compatibility)

Release dates

Japan
2000-03-04
North America
2000-10-26
Europe
2000-11-24

Lifetime sales

Official figures
160 million (Sony 2024 PS 30th-anniversary correction; the previously cited 155 million was a 2012 figure)
Community consensus
**The best-selling home console of all time** (confirmed Tweaktown, Hypebeast, 2024)

Sony Interactive Entertainment 2024 disclosure

Hardware variants

PS2 Fat + Network Adapter

2001 JP / 2002 NA

Network and hard-drive expansion

The rear-mounted Network Adapter added Ethernet / modem support and could pair with a 3.5-inch hard drive. It made Final Fantasy XI and a small set of online PS2 games possible, and marked Sony's first serious test of console network services.

PS2 Linux Kit

2001 JP / 2002 NA/EU

Developer and education kit

Bundling Linux discs, a hard drive, keyboard, mouse, and VGA cable, the kit turned PS2 into a programmable workstation. It was never a mass-market product, but it reveals how Sony imagined PS2 as a home-computer and entertainment terminal.

DVD Remote Control

2000-2001

Media-playback accessory

Because DVD playback was PS2's Trojan horse into non-gamer homes, the remote made the console feel like a living-room component rather than just a game machine. Early units even required memory-card DVD player software.

EyeToy

2003

Camera interaction accessory

The USB camera let players control games with body movement, and EyeToy: Play became especially successful in Europe. It was an early living-room camera experiment before Kinect, PlayStation Camera, and modern motion party games.

PSX DVR (DESR series)

2003 JP

PS2 + hard-disk video recorder

A Japan-only premium appliance combining PS2 hardware, DVD recording, hard-disk DVR features, and the XMB interface. Expensive and confusingly positioned, it sold modestly, but it previewed Sony's ambition to make PlayStation a living-room media hub.

PS2 Slimline (SCPH-70000 onward)

2004

Slim long-tail revision

The Slimline radically reduced the chassis, removed the internal HDD bay, switched to a top-loading disc lid, and built Ethernet in. A major share of PS2's all-time sales record came from this 2004-2013 long tail.

PS2 TV

2010 EU

Television-integrated model

Sony's Bravia KDL-22PX300 placed PS2 hardware inside the base of a 22-inch television. It is one of the strangest late-life integrations and shows how long PS2 remained viable as a repackaged home appliance.

On 4 March 2000, PlayStation 2 launched in Japan at ¥39,800. The killer feature wasn’t a game — it was a DVD player. In 1999 a standalone DVD player cost ¥50,000–¥80,000 in Japan; PS2 simply embedded the same playback hardware in the console. The result: Japan’s first PS2 wave sold out instantly, but a substantial fraction of those buyers were not gamers — they were households shopping for an affordable DVD player. Sony internally referred to the strategy as “Trojan Horse”: use the DVD-player attach value to smuggle the console into non-gamer homes, then use the resulting installed base to force-feed third-party developers. The cross-category leverage is the actual root of PS2’s all-time sales record.

Technically, PS2 was built around the Emotion Engine — a Sony/Toshiba co-designed 294 MHz CPU with onboard vector units, paired with a custom Graphics Synthesizer. Theoretical polygon throughput hit 75 million/sec, vastly above the N64’s 100K or PS1’s 360K. Developer reception was mixed: the architecture was complex, vector-unit programming required hand-written assembly, and the early SDK was poorly documented. For the first two years (2000–2001), many Western multi-platform ports actually looked worse on PS2 than on Dreamcast. It wasn’t until 2002–2003 that developers truly tamed the silicon, ushering in PS2’s golden era.

The software lineup that followed is one of the high watermarks in console history. Grand Theft Auto III (Rockstar, 2001) invented the 3D open-world sandbox; Metal Gear Solid 2 (2001) and MGS3: Snake Eater (2004) established Hideo Kojima’s cinematic-narrative ambition; Shadow of the Colossus (Team ICO, Fumito Ueda, 2005) is still the example most often cited in the “are games art” debate; God of War (Santa Monica Studio, 2005) defined the Hollywood-action template; GTA: San Andreas (2004) crossed 27.5 million units to become the platform’s single-game champion; Final Fantasy X (Square, 2001) pushed JRPGs into the high-resolution voice-acted era.

Commercially, the numbers are legendary. In 2024, Sony’s PS 30th-anniversary disclosure officially revised PS2 lifetime sales upward to 160 million units — 56% above PS1’s 102.4 million, and still the all-time sales record for a single-model home console. Production ran from 2000 to 2013 — a 13-year commercial life. PS2 confirmed something Sony already suspected with PS1: console wars are not just won on specs. They are won by the company that best smuggles its hardware into homes that don’t think of themselves as gaming households.

Notable titles

  • Grand Theft Auto: San Andreas (Rockstar, 2004)
  • Final Fantasy X (Square, 2001)
  • Metal Gear Solid 3: Snake Eater (Konami, 2004)
  • God of War (Santa Monica Studio, 2005)
  • Shadow of the Colossus (Team ICO, 2005)